I remember posting a bit about this to rec.games.frp.dnd, but don’t remember if I included the bits about weapon reach. This article is a first cut of recapturing that post, with some additional information. The rules are generally complete, but some of the weapon modeling needs some adjustment.

The model is not a perfect match to the existing weapons charts. Spears, for example, are unusually good by these guidelines (going from simple to martial use increases base damage, critical multiplier, and makes them throwable (unless they start off considered throwable, which already puts them better than other weapons), and I’m inclined to consider them ‘bastard’ weapons in that with proper proficiency they can be used one-handed instead of two-handed).

On the other hand, some weapons simply are better than others. Maybe I should just let it go and let them deviate from the model.

This article is concerned only with common melee weapons. Missile weapons will be discussed another time, as will some of the more unusual melee weapons (such as whips, shields, and spiked armor, all of which might be better treated as something other than weapons).

Weapon Proficiency

Weapons are no longer divided into ‘simple’, ‘martial’, and ‘exotic’ categories. In my own experience fencing and discussion with experienced martial artists, items of similar shape, nature, and size can be used more or less the same way, if in a limited manner, with the real differences coming about when specifically trained and skilled with the nuances of the various weapons. That is, swords weighing three pounds tend to be more or less interchangeable as long as they are not fundamentally different (such as having only a point and no edge, though I would consider that just an odd metal spear) – a rapier (yes, they have edges), sabre, and longsword can be used to limited effect more or less the same way. In the hands of someone actually and specifically trained they may be different, but at a basic level they are more or less equivalent.

What this amounts to is that weapons will still be categorized by size, but their characteristics are governed more by how they are used than what they are. The core weapon proficiency feats are replaced with the feats below. These feats have been backported from Echelon talents to suit D&D 3.x, and replace the Exotic Weapon Proficiency, Weapon Focus and Weapon Specialization feats.

Basic Weapon Use

Benefit: You can use weapons with no proficiency penalty, in a simple manner as described below.

Note: This replaces the Simple Weapon Proficiency feat.

Martial Weapon Use

Benefit: Choose a weapon group such as swords, axes, or spears. You are trained in the nuances of each and can use them to their normal effect as described for each weapon.

Note: This replaces the Martial Weapon Proficiency feat.

Expert Combat Style

Prerequisite: BAB +1, Martial Weapon Use.

Benefit: Choose a combat style using weapons with which you are martially proficient. When fighting with this style you can apply the style’s benefits (such as increased damage, critical threat range, extended reach options, and so on) to attacks made with the style’s weapons with which you are martially proficient.

Note: You can take this feat more than once, choosing a different combat style each time.

Heroic Combat Style

Prerequisite: BAB +4, Expert Combat Style, Martial Weapon Use

Benefit: Choose a combat style you have focus with. You gain the second tier of benefits associated with the chosen combat style.

Note: You can take this feat more than once, choosing a different combat style each time.

Master Combat Style

Prerequisite: BAB +8, Heroic Combat Style, Martial Weapon Use

Benefit: Choose a combat style you have specialization with. You gain the third tier of benefits associated with the chosen combat style.

Note: You can take this feat more than once, choosing a different combat style each time.

Champion Combat Style

Prerequisite: BAB +12, Master Combat Style, Martial Weapon Use

Benefit: Choose a combat style you have specialization with. You gain the fourth tier of benefits associated with the chosen combat style.

Note: You can take this feat more than once, choosing a different combat style each time.

Legendary Combat Style

Prerequisite: BAB +16, Champion Combat Style, Martial Weapon Use

Benefit: Choose a combat style you have specialization with. You gain the fifth tier of benefits associated with the chosen combat style.

Note: You can take this feat more than once, choosing a different combat style each time.

Simple Weapon Use

Melee weapon use and effects are largely based on weapon size and weight and modified by user training (as represented by the feats above). Even with higher levels of proficiency, a character may choose to use a weapon as with lesser proficiency (such as using a short sword as a one-handed weapon rather than a light weapon) without penalty.

For medium creatures without natural reach, light weapons are usable only in the same square. They may be used defensively (as with Two-Weapon Defense) or after having closed with the opponent. Many may be thrown. Some blunt Light weapons do only nonlethal damage with basic weapon use.

Two-handed weapons often have reach. I’m treating this as a breakeven ability because it generally means it cannot be used against opponents in adjacent squares, nor opponents in the same square.

Double weapons count as two improvements.

Light Weapons

Base Damage

d4

Str Modifier to Damage

x1/2, may not gain damage from using two-handed

Attack Modified by

Dexterity

Reach Adjustment

-5′

One-handed Weapons

Base Damage

d6

Str Modifier to Damage

x1

Attack Modified by

Strength

Reach Adjustment

+0′

Two-handed Weapons

Base Damage

D8

Str Modifier to Damage

x1.5

Attack Modified by

Strength

Reach Adjustment

+0′

Martial Weapon Use

Martial weapon use gives you improvements to the effects of a weapon. These usually bring the weapon into line with the statistics presented in the RSRD. The specific effects vary by weapon, and will be shown in the table below. In most cases you get two improvements, I am inclined to give two-handed weapons three improvements.

Combat Style

Combat Styles often apply to only a single weapon type, or a group of related weapons. For the sake of simplicity, the same effects are generally applied to all weapons associated with the combat style.

Weapon Tables

Some of the weapons don’t quite align with the guidelines described above. They could stand a little adjustment, either up or down as indicated in the ‘Modifier’ column. Those weapons marked ‘Low’ could use an improvement, those marked ‘High’ might be better served by putting off one of their improvements (such as reducing the heavy pick to x3 critical multiplier until a suitable combat style is taken), possibly by raising their basic use characteristics (such as giving a heavy pick a x3 critical multiplier with simple use), or applying a penalty or restriction of some sort.

Light Weapons

Weapon

Simple Use

Martial Use

Modifier

Damage

Critical

Damage

Critical

Notes

Axe, throwing

1d4

20/x2

1d6

20/x2

Throwable 10′ RI

Dagger

1d4

20/x2

1d4

19-20/x2

Throwable 10′ RI

Dagger, punching

1d4

20/x2

1d4

20/x3

Low

Flail, light

1d4

20/x2

1d6

20/x2

Disarming, aka ‘Nunchaku’

Hammer, light

1d4

20/x2

1d4

20/x2

Throwable 20′ RI

Handaxe

1d4

20/x2

1d6

20/x3

Kukri

1d4

20/x2

1d4

18-20/x2

Mace, light

1d4

20/x2

1d6

20/x2

Low

Pick, light

1d4

20/x2

1d4

20/x4

High

Sai

1d4

20/x2

1d4

20/x2

Throwable 10′ RI, Disarming +4

High

Sap

1d4

20/x2

1d6

20/x2

Nonlethal

Siangham

1d4

20/x2

1d6

20/x2

Low

Sickle

1d4

20/x2

1d6

20/x2

Tripping, aka ‘Kama’

One-handed Weapons

Weapon

Simple Use

Martial Use

Modifier

Damage

Critical

Damage

Critical

Notes

Battleaxe

1d6

20/x2

1d8

20/x3

Club

1d6

20/x2

1d6

20/x2

Throwable 10′ RI

Low

Flail

1d6

20/x2

1d8

20/x2

Disarming, tripping

High

Longsword

1d6

20/x2

1d8

19-20/x2

Mace, heavy

1d6

20/x2

1d8

20/x2

Low

Morningstar

1d6

20/x2

1d8

20/x2

Low

Pick, heavy

1d6

20/x2

1d6

20/x4

High

Rapier

1d6

20/x2

1d6

18-20/x2

Finesse, Flimsy

Scimitar

1d6

20/x2

1d6

18-20/x2

Shortspear

1d6

20/x2

1d6

20/x2

Throwable 20′ RI

Sword, Short

1d6

20/x2

1d6

19-20/x2

Semi-light

Trident

1d6

20/x2

1d8

20/x3

Ready, Throwable 10′ RI

Very High

Warhammer

1d6

20/x2

1d8

20/x3

Two-handed Weapons

Weapon

Simple Use

Martial Use

Modifier

Damage

Critical

Damage

Critical

Notes

Axe, orc double

1d8

20/x2

1d8/1d8

20/x3

Double weapon

Chain, spiked

1d8

20/x2

1d8/1d8

20/x2

Reach, Close, Double weapon, Tripping, Finesse

Very High

Falchion

1d8

20/x2

1d8

18-20/x2

Low

Flail, Dire

1d8

20/x2

1d8/1d8

20/x2

Double weapon, Disarming, Tripping

High

Flail, heavy

1d8

20/x2

1d10

19-20/x2

Disarming, tripping

High

Glaive

1d8

20/x2

1d10

20/x3

Reach

Greataxe

1d8

20/x2

1d12

20/x3

Greatclub

1d8

20/x2

1d10

20/x2

Very Low

Greatsword

1d8

20/x2

1d12

19-20/x2

Guisarme

1d8

20/x2

1d8

20/x3

Reach, tripping

Low

Halberd

1d8

20/x2

1d10

20/x3

Ready, Tripping

High

Hammer, gnome hooked

1d8

20/x2

1d8/1d6

x3/x4

Double weapon, Tripping

High

Lance

1d8

20/x2

1d8

20/x3

Reach, Charging, Bastard

Longspear

1d8

20/x2

1d10

20/x3

Reach, Ready

Quarterstaff

1d6

20/x2

1d6/1d6

20/x2

Close, Double weapon, Tripping, Low Base Damage

Ranseur

1d8

20/x2

1d8

20/x3

Reach, Disarming

Low

Scythe

1d8

20/x2

1d8

20/x4

Tripping

High

Spear

1d8

20/x2

1d8

20/x3

Ready, Throwable 10′ RI, bastard

High

Sword, bastard

1d8

20/x2

1d10

19-20/x2

Bastard

Sword, two-bladed

1d8

20/x2

1d8/1d8

19-20/x2

Double weapon

Urgrosh, dwarven

1d8

20/x2

1d8/1d6

20/x3

Double weapon, Ready

High

Waraxe, dwarven

1d8

20/x2

1d10

20/x3

Bastard

Weapon Qualities

The tables above note a number of weapon qualities. These weapon qualities are described below.

Quality

Description

Bastard

Two-handed weapon usable one-handed with proper training.

Close

May be used against targets closer than normal. Most reach weapons may not be used against adjacent targets. Some non-light weapons may be used against immediate (same square) opponents without penalty.

Disarming

+2 bonus to disarm checks.

Disarming +4

+4 bonus to disarm checks. Counts as two improvements.

Double weapon

Both ends may be used. Counts as two qualities

Finesse

May use Dexterity instead of Strength for attack bonus.

Flimsy

May not use two hands for additional damage. This counts as a negative improvement.

Low Base Damage

The weapon does lower than normal base damage. This counts as a negative improvement.

Nonlethal

Weapon does nonlethal damage. Breakeven ability since such weapons are usually chosen for this quality, despite being weaker.

Reach

Can attack opponents 10′ away, rather than just adjacent opponents. Usually cannot attack adjacent opponents.

Ready

Can ready an attack against a charging opponent. If successful, does double damage.

3 Comments to "Weapons Guidelines, Part 1"

Given in Echelon you have more feat slots than 3E because “everything” is a feat and these rules, hypothetically if I were to play in a game with this I like it. It would take a little time to be acclimated, but the concept isn’t rubbing me the wrong way. :)

Echelon goes even further, these feats are toned down quite a bit. In Echelon you don’t need to take Master Combat Style to take Champion Combat Style, Champion Combat Style includes Master Combat Style. If you didn’t previously have Master Combat Style it doesn’t matter. If you previously had Master Combat Style you can backfill the slot.

Right now it looks like at 20th level you can expect to have fifty slots to fill, all told. These cover core abilities (spellcasting power, base combat bonus), ‘class abilities’ (channel divine power, rage), skills (which often incorporate combat feats; Echelon doesn’t bother with skill ranks any more), and so on.

In Echelon you can have up to ten slots in each tier, and it should take on the order of 4-6 to fully round out a major ability. For instance, a ‘legendary swordsman’ would top out his attack bonus (two slots), at least one sword-based combat style (another slot), possibly some ‘martial adept’ stuff (similar to Bo9S), and we’re at four slots. He probably also wants to crank one or both of Strength and/or Dex, possibly bring up his Fortitude and/or Reflex saves, and we’re at eight — but he’s gone beyond focusing on a single core ability.

Wow, is this out of date… the weapon analysis isn’t bad, but up to 50 slots to fill, 10 per tier? Nope. Nope nope nope nope.

Never more than eight slots (cornerstone, capstone, six common) in the highest tier, fewer in the tier below because each level you upgrade a common talent from the tier below when you add new talents in the current tier, and then four talents per tier below that (cornerstone, capstone, two common).